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Character Generation

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Abilities:

   In addition to the abilities listed in their species description and career, each PC also gains D6 additional abilities (determined using a D100) from the following chart appropriate to their career class (if the character has been forced to change career class on the Scholar careers table, count the final career class, rather than Scholar). No ability (with exceptions noted in the abilities lists) may be taken more than once, and duplicate rolls (including rolls of abilities already taken as part of a career) are wasted.

Military Abilities Table

Human

Mutant

Ogryn

Ratling

Beastman

Squat

Ability

01-02

 -

01-02

01-05

01-03

01-02

Acute Hearing

03-05

 -

03-05

06-08

04-06

03-05

Ambidextrous

06-07

 -

06-10

09-13

07-11

06-07

Animal Care

08-10

 -

-

14-18

12-14

08-10

Brewing

11-13

 -

11-15

19-23

15-17

11-15

Consume Alcohol

14-18

 -

16-17

24-28

18-20

16-20

Cook

19-21

 -

-

29

-

21-25

Driver – player’s choice

22-23

 -

18-19

30-34

21-23

26-27

Excellent Vision

24-26

 -

20-29

35-36

24-28

-

Fleet of Foot

27-29

 -

30-39

37

29-31

28-32

Force of Will

30-32

 -

-

38-42

32-34

33-36

Gamble

33-35

 -

-

43-44

35-37

37-41

Heraldry

36-37

 -

-

45-49

38-40

-

Lightning Reflexes

38-39

 -

-

50-51

-

42-44

Literacy – Basic

40-42

 -

40-41

52-53

41-43

45-47

Musician – player’s choice

43

 -

42

54

44

48

Pariah

44-45

 -

43-47

55-56

45-46

49-53

Psychic Resistance

46-48

 -

-

57-61

-

54-56

Quickload

49-50

 -

-

62-63

47-49

57

Ride – player’s choice

51-53

 -

48-50

64-68

50-52

58-60

Scale Sheer Surface

54

 -

-

69

53

-

Sixth Sense

55-57

 -

51

70-72

54-56

61-63

Speak Additional Dialect – player’s choice

58

 -

-

73

-

64

Speak Alien Language – player’s choice

59-61

 -

-

74-76

-

65-69

Specialist Weapon – player’s choice

62-64

 -

52

77-81

57-59

70-74

Spot Traps

65-67

 -

53

82-86

60

75-79

Storytelling

68-70

 -

54-56

87-88

61-65

80-82

Strike to Injure

71-73

 -

-

89-90

-

83-85

Strike to Stun

74-90

 -

57-59

91-97

66-78

86-91

Swim

91

 -

60

98

79-80

92

Untouchable

92-94

-

61-80

-

81-89

 

Very Resilient

95-97

 -

81-00

-

90-98

93-97

Very Strong

98

 -

-

99

99-00

-

Wyrd

99-00

-

-

00

-

98-00

Xenology

 

Freelancer Abilities Table

Human

Mutant

Ogryn

Ratling

Beastman

Squat

Ability

01-02

01-02

-

-

01-03

-

Acrobatic

03-04

03-04

01-02

01-05

04-06

01-02

Acute Hearing

05-07

05-07

03-05

06-08

07-09

03-05

Ambidextrous

08-09

08-10

06-10

09-11

10-14

06-07

Animal Care

10-11

11-12

11-15

12-14

15-18

08-09

Animal Training

12-13

13-14

-

15-16

19-22

10

Blademaster

14-16

15-17

16-18

17-19

23-25

11-13

Brewing

17-19

18-19

19-21

20-22

26

14-15

Bribery

20-21

20-21

22-23

23

27-29

16-17

Catfall

22-23

22-23

24-33

24

30-34

18-20

Combat Master

24-26

24-26

34-43

25-29

35-37

21-25

Consume Alcohol

27-31

27-31

44-45

30-34

38-40

26-30

Cook

32-34

32-33

46-48

35

41-43

31-33

Disarm

35-36

34

-

36

-

34-38

Driver – player's choice

37-38

35-36

49-50

37-41

44-46

39-40

Excellent Vision

39-40

37-38

-

42-44

-

41

Fast Draw

41-42

39-40

-

45

47-49

42-43

First Strike

43-45

41-45

-

46-47

50-54

44

Flee

46-47

46-47

51-60

48-49

55-59

-

Fleet of Foot

48-50

48-50

-

50-53

60-62

45-48

Gamble

51-52

51-52

61-62

54-55

-

49-51

Gunfighter

53-55

53-54

-

56-59

63-64

52-54

Haggle

56-58

55-57

63-72

-

65-69

55-57

Head Butt

59-60

58-59

73-77

60

-

58

Hipshooting

61-62

60-61

78-87

61

70-74

59-61

Intimidate

63-65

62-64

-

62-63

75-77

62-64

Leader

66-67

65-66

-

64-68

78-80

-

Lightning Reflexes

68

-

-

69-70

-

65-67

Literacy - Basic

69

67-68

88

71

81

68

Pariah

70-71

69-70

-

72-73

82-84

69-70

Planetary Astronomy

72-73

71

-

74

-

71-72

Planetary Cartography

74-75

72-73

89-93

75-76

85-86

73-77

Psychic Resistance

76-77

74-75

-

77-80

-

78-79

Quickload

78-80

76-78

-

81

87-89

80

Ride – player's choice

81

79-80

-

82

90

-

Sixth Sense

82-84

81-83

94

83-85

91-92

81-83

Speak Additional Dialect - player's choice

85-86

84

-

86

-

84-85

Speak Alien Language - player's choice

87-89

85-87

95

87-90

93

86-90

Storytelling

90-91

88-89

-

91-92

-

91-92

Strike to Stun

92-94

90-92

96-98

93-95

94-96

93-95

Swim

95-96

93-95

99

96-97

-

96-97

Tailor

97

96-97

00

98

97-98

98

Untouchable

98

98

-

99

99-00

-

Wyrd

99-00

99-00

-

00

-

99-00

Xenology

 

 

Scholar Abilities Table

Human

Mutant

Ogryn

Ratling

Beastman

Squat

Ability

01-02

01-02

 -

01-05

 -

01-02

Acute Hearing

03-05

03-05

 -

06-08

 -

03-05

Ambidextrous

06

06

 -

09-11

 -

06

Animal Care

07-09

07-09

 -

12-14

 -

07-08

Arcane Language - High Imperial Gothic

10-11

10-11

 -

15-16

 -

09-10

Art

12-13

12-13

 -

17-18

 -

11-13

Combat Master

14-18

14-18

 -

19-23

 -

14-18

Cook

19-21

19-21

 -

24-26

 -

19-20

Dance or Sing – player’s choice

22-23

22-23

 -

27-28

 -

21-23

Disarm

24-25

24

 -

29

 -

24-28

Driver – player's choice

26-28

25-27

 -

30-31

 -

29-30

Etiquette

29-30

28-29

 -

32-36

 -

31-32

Excellent Vision

31-32

30-31

 -

37-38

 -

33-35

Feint

33-35

32-36

 -

39-40

 -

36

Flee

36-37

37-38

 -

41-42

 -

-

Fleet of Foot

38-39

39-40

 -

43-44

 -

37-41

Heraldry

40-41

41-42

 -

45-46

 -

42-46

History

42-43

43-44

 -

47-49

 -

47-48

Identify Plant

44-45

45-46

 -

50-51

 -

49-50

Law

46-47

47-48

 -

52-56

 -

-

Lightning Reflexes

48-52

49-53

 -

57-61

 -

51-55

Musicianship - player's choice

53-54

54-55

 -

62-63

 -

56-58

Numismatics

55

56-57

 -

64

 -

59

Pariah

56-57

58-59

 -

65-66

 -

60-62

Parry

58-59

60-61

 -

67

 -

63-64

Pilot - Atmospheric

60-61

62-63

 -

68-69

 -

65

Planetary Astronomy

62-63

64

 -

70

 -

66

Planetary Cartography

64-65

65-66

 -

71-72

 -

67-71

Psychic Resistance

66-67

-

 -

73-74

 -

72-73

Public Speaking

68-72

67-69

 -

75

 -

74

Ride - player's choice

73

70-71

 -

76

 -

-

Sixth Sense

74-78

72-76

 -

77-79

 -

75-77

Speak Additional Dialect - player's choice

79

77

 -

80

 -

78

Speak Alien Language - player's choice

80-81

78-79

 -

81-82

 -

79-81

Step Aside

82-84

80-82

 -

83-85

 -

82-84

Stewardship

85-87

83-85

 -

86-89

 -

85-89

Storytelling

88-89

86-88

 -

90-91

 -

90-92

Super Numerate

90-92

89-91

 -

92-94

 -

93-95

Swim

93-94

92-93

 -

95-96

 -

96

Theology

95

94-95

 -

97

 -

97

Untouchable

96

96

 -

98

 -

98

Wit

97

97

 -

99

 -

-

Wyrd

98-00

98-00

 -

00

 -

99-00

Xenology

 

 

Citizen Abilities Table

Human

Mutant

Ogryn

Ratling

Beastman

Squat

Ability

01-02

01-02

01-02

01-05

01-03

01-02

Acute Hearing

03-05

03-05

03-05

06-08

04-06

03-05

Ambidextrous

06

06

06-10

09-10

07-11

06

Animal Care

07-08

07

-

11-12

-

07-08

Blather

09-11

08-10

11-12

13-14

12-14

09-11

Brewing

12-13

11-13

-

15-16

15-16

12-14

Carpentry

14-15

14

-

17-18

-

15-16

Charm

16-17

15-17

13-15

19-20

17-18

17-19

Construction

18-20

18-20

16-25

21-23

19-21

20-22

Consume Alcohol

21-25

21-25

26-27

24-28

22-24

23-27

Cook

26-28

26-28

28

29-30

25-27

28-29

Dance

29-30

29

-

-

-

30-34

Driver – player's choice

31

30

-

31-32

-

35

Embezzle

32-33

-

-

33

-

36-37

Etiquette

34-35

31-32

-

34-35

28

38-40

Evaluate

36-37

33-34

29-30

36-40

29-31

41-42

Excellent Vision

38-39

35-36

31-32

41-42

32-34

43-44

Fish

40-42

37-41

-

43-44

35-39

45

Flee

43-44

42-43

33-42

45-46

40-44

-

Fleet of Foot

45-46

44-45

-

47-49

-

46-48

Gamble

47-49

46-48

-

50-52

-

49-53

Haggle

50-51

49-50

43-44

53-54

45-49

54-55

Huntsman

52

51-52

45

55-56

50-54

56-57

Identify Plant

53

53

46

57

55

58-59

Leader

54-55

54-55

-

58-62

56-58

-

Lightning Reflexes

56

-

-

63

-

60

Literacy - Basic

57-58

56-57

-

64

-

61-62

Mimic

59-60

58-59

47

65-66

59-61

63-65

Musicianship - player's choice

61

60-61

48

67

62

66

Pariah

62-63

62-63

49-53

68-69

63-64

67-71

Psychic Resistance

64-65

64-65

-

70

-

72-73

Public Speaking

-

-

-

71

65-69

-

Ride - player's choice

66-68

66-70

54-55

72-74

-

74-76

Secret Language - Street

69-70

-

-

75-76

70-71

77

Seduction

71-72

71-72

56

77-78

72-73

78-79

Sing

73

73-74

-

79

74

-

Sixth Sense

74-75

-

-

80-83

75

80-81

Stewardship

76-77

75-76

57

84-87

76

82-86

Storytelling

78-79

77-78

58-59

88-91

77-78

87-88

Swim

80

79-80

60

92

79-80

89

Untouchable

81-82

81-82

-

93

81-82

90-91

Ventriloquism

83-90

83-90

61-80

-

83-90

92-95

Very Resilient

91-98

91-98

81-00

-

91-98

96-99

Very Strong

99

99

-

94-99

-

00

Wit

00

00

-

00

99-00

-

Wyrd

 

Age:

   At this point, the player should decide on the character’s age, bearing in mind his career, characteristic levels and abilities.

Optional Rule – Random Character Age

   If you want to randomly generate a character’s age, here’s an idea borrowed from Warhammer Fantasy Roleplay.

   Roll either 6D6 or 6D10. If the total is below 16, roll again, adding the first score to the second. If, by some perversion of probabilities, this still isn’t at least 16, add this to the first score as well. Of course, if you don’t mind having a debilitatingly young character, don’t bother rolling again.

   The 6D6 method will give a young character (about 21), while the 6D10 method gives an older character (about 33), and should be appropriate for most abhuman sub-species. The exceptions are ratlings (who have shorter life spans due to their high metabolism, only rolling five dice) and Squat (who have a longer life span, and so roll eight dice).

   These suggestions are geared towards characters living a natural lifespan, as described in the Extremes Of Character Age optional rule, below.

 

Optional Rule – Extremes Of Character Age

   The rules as they stand assume that all characters are of optimum age for their sub-species. In most cases, this is around 16-35 years old. However, there is no reason why players shouldn’t be able to roleplay characters younger or older than the ‘adult in his/her prime’ norm. However, age will have effects on characteristics and abilities, not to mention how NPCs will react to them.

   No compulsory rules have been included to represent the effects of age, because there are actually a wide variety of age ranges in the Imperium, even amongst normal humans. Space Marines, tech-priests, Inquisitors and other citizens with access to the various rare and expensive anti-aging treatments can live for centuries without becoming decrepit or senile. Meanwhile, the typical Imperial citizen will have an average lifespan of fifty years or perhaps lower, with variation depending on culture and environment.

   Any player with a character concept requiring an unusual age can opt use the following guidelines, with the agreement of the GM. The young character rules should work for anyone, although the age ranges for old characters may need adjusting for characters in high-ranking careers or living a comfortable lifestyle.

Young Characters

   For every full year below the age of 16, the character suffers –5 WS, BS, Strength and Toughness. However, the character also gets 1 free advance each year for these characteristics, which occurs automatically, without Experience points needing to be spent.

   For every full year below the age of 16, the character also suffers a –1 penalty to the number of randomly determined abilities he would normally be entitled to (see below). If this reduces the number of random abilities to below zero, the character loses abilities from his or her career as well. Abilities lost from careers can be regained at a later date, using experience points (see Experience and Advancement).

Old Characters

   For every full ten years above the age of 50, the character suffers –5 WS, BS, Strength, Toughness and Initiative.

   For every full ten years above the age of 50, the character must also pass a Sagacity test or suffer a –1 penalty to the D6 randomly determined abilities he would normally be entitled to (see below). If this reduces the number of random abilities to below zero, the character loses abilities from his or her career as well. Abilities lost from careers can be regained at a later date, using experience points (see Experience and Advancement).

   It is possible that particularly elderly characters may have some kind of physical or mental disorder, such as heart problems or absent-mindedness.

 

Free Advance:

   There is something that sets a PC apart from the common herd of humanity, some ability they possess that few others in their position have, an edge that can see them through situations that would leave another man dead. To represent this, a newly-generated PC is allowed an immediate advance on his characteristics, chosen from those normally available to his career. This advance does not cost any experience points (largely because the character doesn’t have any).

 

Handedness:

   This may seem a very minor detail, but there are penalties when using the off-hand (usually –20) in combat, shooting and various other activities. State whether the PC is left or right handed. (If the PC has the Ambidextrous ability, skip this step.)

 

Psychic Powers:

   Characters who gain the Psyker or Shaman ability at initial generation possess one psychic power from each discipline that they have mastered, plus one for every full ten points of Willpower above 50, which may be taken from any other discipline.

   For example, a character with Wp 62 and the Shaman – Telekinesis ability could take two powers from the Telekinesis discipline.

   A more powerful character with Wp 84 and both Shaman – Telekinesis and Shaman – Pyromancy could take one Telekinesis power, one Pyromancy power and a total of three more powers from either discipline.

   Other than the restrictions on disciplines, powers may be chosen freely, although the GM may veto any that he believes to be too powerful or inappropriate for your PC.

 

Money:

   In addition to any career-based equipment, PCs will have an amount of money to call their own. The common Imperial currency is the sestertius (plural = sestertii), which is divided into 100 denarii (singular = denarius). Many planets illegally mint their own, or give it a more locally popular name (crown, currency unit, people’s credit, and so on), while the interplanetary Merchants’ Guild uses an electronic credit system. All local currencies are required, by Imperial Law, to tie their exchange rate 1:1 to the Imperial sestertius, and Imperial coinage can be used on any Imperial world. In effect, the Imperium has a single currency.

   The amount of money a character starts out with depends on his career class:

            Military:         20 + 4D10 sestertii

            Freelancer:    6D10 sestertii

            Scholar:         20 + 6D10 sestertii

            Citizen:          10 + 2D10 sestertii

   Some of the better-paid basic careers specify an amount of money on their equipment list. This is a bonus that is taken in addition to the default amount stated above.

   It is assumed that every character has either a purse/wallet in which money is stored, or some form of electronic credit system. Depending on the format of a PC’s wealth, compatibility may become an issue during adventures. For example, a character visiting a medieval world is going to have to look very hard to find anyone with a Merchants’ Guild credit reader, while an extremely wealthy PC will have to either carry around lots of heavy currency or place money in one of the Merchants’ Guild’s banks.

 

Additional Equipment:

   The PC is allowed to spend any of their funds immediately, choosing any Common equipment from the Price Charts. PCs may not buy additional weapons, ammunition or armour during the character generation stage – adventures spring upon most PCs as a surprise. If a character wouldn’t normally have a weapon, then he will have to find one when he gets caught up to his neck in trouble, with Chaos cultists or hostile gangers charging at him from all directions.

   PCs may (at the GM’s discretion, bearing in mind the relationships between PCs) borrow money off one another in order to pay for expensive items, but may not sell any career-based equipment in order to raise funds. Career equipment is vital for the earning of a salary, and in the case of Military careers, it isn’t the character’s to give away.

 

Fate Points:

   PCs are lucky, very, very lucky. The Emperor watches over them, one might say.

   That’s why he managed to grab onto that branch when the Orks threw him over the cliff. It’s why he was the only one to survive the shuttle crash, even if he did have to eat the dead to avoid starvation. It’s why the commissar’s bolt pistol jammed when he tried to execute him. It’s why that chunk of falling masonry knocked him out of the way of the Bloodthirster’s axe.

   This extraordinarily good (if at times, painful) fortune is represented by the allocation to the character of a number of Fate points. These can be used to tweak things just enough for the character to survive an otherwise fatal (or crippling) injury. The actual consequences of spending a Fate point is left up to the GM, but it should always leave at least a reasonable possibility of survival. A PC may be unconscious and slung underneath a pole, being carried towards a giant cooking pot by a pair of kroot, but at least he’s alive. Maybe his comrades will arrive to rescue him, or a rampaging wild beast will interrupt the banquet, giving him the chance to regain consciousness and escape.

   It is incredibly difficult to gain new Fate points. In fact, the only way to do so is to perform some exceptionally heroic deed. Maybe thwarting the machinations of a Chaos power, or preventing an alien invasion, or tracking down a zealot planning to release toxins into a hive city’s water supply. Merely killing a couple of bandits and recovering a tractor-load of turnips does not qualify for a Fate point reward.

   The number of Fate points that characters get is related to their species. Humans are in the ascendant throughout the galaxy, so pure human characters begin their lives with D3+1 Fate points. Mutants and abhumans are not quite as favoured by the Emperor, and so only have D3 Fate points.

   Note that Chaotic and heretical characters may still get Fate points. The inclusion of the Emperor in this section is just the writer’s way of explaining away the ‘extra lives’ that Fate points give a PC.

   Aliens may also not enjoy the benevolent attentions of the Emperor of Mankind, but have their own causes for which they fight, and which will protect them. Alien PCs (if and when rules for them are written) will have either more or fewer Fate points than this. Should a GM decide to come up with his own rules for alien PCs, D3 is a good number to assign to them.

Optional Rule – Secret Fate Points:

   To prevent the players from becoming complacent and acting unrealistically – ‘Oh, I’ll leap this ravine because I’ve got a Fate point to spend if I fail,’ – the GM can always roll up Fate points for each PC, and not tell them how many they have.

   If he’s feeling really sneaky, he can always not tell them when they lose Fate points as well. For example, if the GM rolls a fatal crippling injury for a PC, he tells the PC (poker-faced, of course) that they’ve taken a lesser injury, and subtly ticks off one Fate point. Then wait to see the look on the PC’s face when he fails to get all the way across the ravine…

 

Optional Rule – Fate Points? What Fate Points?

   If you fancy cranking up the lethality of Imperium, the easiest way to do this is to abandon the Fate point system entirely. If a character is killed or seriously injured, then that’s it. No second chances, no miraculous escapes.

   As with all optional rules, the GM should ensure that the players are aware that Fate points are being disallowed.

 

Sample Character: Velspere Colsen

Let’s take another look at Velspere Colsen, and what he does for a living.

His Ballistic Skill is too low for him to join the military, although he could become a freelancer, thanks to his Weapon Skill of 52. However, he has at least 50 points in both Willpower and Sagacity, so he opts to become a Scholar.

Rolling on the Scholar Careers table comes up with Inquisition – Explicator. Velspere pledges allegiance to the Emperor, puts on his robes and enters the Holy Orders of Emperor’s Inquisitors.

 

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Explicator Colsen

52

48

52

50

53

57

51

49

54

Height: 6’             Speaks: Low Imperial Gothic             Alignment: Imperial Conservative

Age: 23                 Handedness: Right                             Fate Points: 2

Abilities:

Arcane Language – High Imperial Gothic, Cryptography, Daemon Lore, Interrogate, Intimidate, Law, Literacy – Advanced, Numismatics, Psychic Resistance, Secret Language – Inquisition, Secret Signs – Inquisition, Specialist Weapon – Fist, Strike to Stun, Torture, Use Cogitator

Equipment:

Stubber with two clips of 15 Limax bullets

Knife

Torture equipment, including scalpels and pincers that can be used as improvised weapons

Hooded black robes

61 sestertii in coins

   When generating abilities, Velspere only managed to get one of the optional ones for his career (Psychic Resistance), and only received one randomly generated Scholar ability as well (Numismatics). Possibly he specialises in tracking down heretics by their financial trail.

   For equipment, he is given the option of any civilian or military pistol or basic weapon. Rather than go for something exotic like a shuriken catapult, or something powerful like a bolt pistol, Velspere chooses a more reliable stubber. He starts out with a reasonable amount of ammunition, and Limax ammunition is easy to get hold of, should he run out while on an investigation.

   Because Velspere is just starting out in his adventuring career, and has only spent a few years with the Inquisition, his player decides that Velspere is 23 years old. He has several centuries of preserving the Imperium ahead of him, assuming he survives that long.

   To assist in his interrogations, Velspere’s player takes a free Willpower advance from the Explicator career, increasing it from 51 to 57, and decides that Velspere is right-handed.

   Velspere has a respectable amount of money, but opts not to spend it until he knows more about the circumstances of his first investigation. Anyway, this is just his personal spending money – his mentor Inquisitor will have access to the almost infinite funds of the Imperial Inquisition.

   Velspere only has two Fate points, so he better watch himself.

 

 

Last, But Not Least:

   The PC is now complete, as far as characteristics, abilities and equipment go, but there’s something missing. It’s the most important part of any roleplaying character. It’s the character.

   Here’s a few questions players might want to ask themselves when determining who exactly their characters are:

   What kind of personality does the character have, and why?

   How devout is he/she?

   And to which religion or sect? (Hint: the only legal religion in the Imperium is the Imperial Cult, but there are various legal sub-cults, as well as numerous illegal ones.)

   Why has the character become an adventurer? Was it by choice, or through circumstances? Is the character even an adventurer at the start of the game?

   What about the character’s family? Are any still alive, estranged, missing, in prison?

   Are his parents alive? If so, what do they do for a living?

   How about brothers or sisters?

   Is the character married?

   Does he or she have children?

   Where is the character’s family at the moment? Are they back at home, on the adventure, or is one of the other PCs a relative?

   And what about the character’s career? Was taking it up a deliberate choice, or merely something they do to avoid starvation? Are they any good at their job, or are they incompetent?

   Are they leaving their job to become an adventurer? If so, why?

   How does the character feel about authority figures, particularly the planetary government, the Imperium and the Ecclesiarchy?

   Will the character accept orders from an authority figure?

   Will the character expect others to obey their orders?

   What advanced career is the character working towards, and how does this affect the character’s personality?

   Most importantly, what’s to stop the character saying, ‘Screw this,’ and going back to bed instead of going on an adventure?

   The answers should round out the PC and their motivations, and make you feel you really know them. Feel free to ask and answer questions of a more probing nature, should they occur to you.

   Once that’s sorted, you should come up with a name and physical description for your character.

Optional Rule – Points Based Character Generation:

   Sometimes a player will have a well-defined character concept they wish to play in Imperium, for example, a Merchants’ Guilder who specialises in works of art. The random generation system already described, although capable of producing reasonably balanced characters, does not allow for the customisation of characters in such ways.

   An alternative method is to allow players (not necessarily the entire group), to use a points-based system to generate characters. This is not recommended for groups made up of beginners – they should really use random generation, unless they are really opposed to that.

   Be aware that a points-based system is open to abuse by power gamers, and the GM should oversee every step, approve every detail, before allowing it into a game. It is also possible to come up with an unlikely character for the 41st Millennium. Again, the GM should adjudicate on any questionable traits.

1. Select Sub-Species

   This is performed as under the random generation system, and all sub-species special rules apply.

2. Shuffle Characteristics

   Each character starts off with the basic statline of its species. For a human, this would be 50 for each characteristic. The player can now shuffle points from one characteristic to another until a preferred statline is achieved. For example, to create a character more geared to knife-fighting than marksmanship, WS could be increased to 60, and Strength to 55, but fifteen points could be taken away from BS to lower it to 35, balancing the increase.

   However, there are limitations. No characteristic may be reduced to less than half of its basic score, nor may it be raised by more than one-and-a-half times. For a human, this gives a range of 25-75 on each characteristic.

   When approving characteristic modifications, the GM should take into account that these scores will change over the course of an adventuring career. Some characters can become incredibly powerful, incredibly quickly. Care should particularly taken with Toughness or Initiative scores, since these can easily unbalance a game if raised too high for no good reason.

3. Careers

   The player selects a Basic Career for their character. The usual characteristic requirements of each Career Class must be adhered to as normal. All abilities, equipment etc. are taken as normal.

4. Non-Career Abilities

   Each character can take up to D3 additional abilities. These can be chosen from the Abilities section, rather than from the random table above. Because of this additional freedom, the GM should watch carefully for any abilities that may overbalance the game and exercise his right to veto if required. The lower number of additional abilities is due to the character not having to risk duplicate rolls.

5. Complete Character Generation

   The Free Advance, Handedness, Psychic Powers, Money, Additional Equipment and Fate Points sections are completed normally.

   If a character concept requires equipment not normally given under the Basic Career, and is out of the price range of a starting character, the GM may allow a character to have additional equipment, provided it can a) be justified, and b) does not unbalance the game too much. For example, an Imperial Guard trooper who has been through several campaigns may sport several bionic parts. In this case, these should be of average quality at best, to avoid giving an unfair advantage to the PC.